refactored asset loading
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c4df134f53
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2589b236d4
6 changed files with 67 additions and 32 deletions
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@ -69,7 +69,7 @@
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(wrap-program (string-append out "/bin/bloatrunner")
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`("GUILE_LOAD_PATH" ":" prefix (,mods))
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`("GUILE_LOAD_COMPILED_PATH" ":" prefix (,objs))
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`("ASSET_DIR" ":" prefix (,(string-append out "/share/bloatrunner")))
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`("ASSET_DIR" ":" prefix (,(string-append out "/share/bloatrunner/assets")))
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)))))
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))
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(native-inputs
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@ -35,13 +35,15 @@
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(define state 'running)
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(define (load)
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"Load the game initial game state."
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(assets-load)
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(render-level-load)
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(set! levels (assets-map-levels level-parse-file))
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(set! levels (assets-map-levels level-parse))
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(load-level)
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(set! repl (spawn-coop-repl-server)))
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(define (load-level)
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"Load the next level and reset game state."
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(set! level (car levels))
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(set! levels (cdr levels))
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(render-level-set! level)
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@ -51,6 +53,7 @@
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(set! foods (food-load level)))
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(define (update dt)
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"Update the game state."
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(poll-coop-repl-server repl)
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(set! hero (hero-update hero level inputs keys (food-total-calories-eaten foods) dt))
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(set! others (map (lambda (other) (other-update other level hero others dt)) others))
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@ -60,11 +63,11 @@
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(set! state 'lost))
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(if (level-same-cell? (hero-position hero) (level-find-goal level))
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(if (null? levels)
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(set! status 'won)
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(load-level)))
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)
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(set! state 'won)
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(load-level))))
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(define (render-level)
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"Render the level and entities for the running state"
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(render-level-draw level)
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(for-each render-other others)
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(render-keys keys (level-find-goal level))
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@ -72,17 +75,26 @@
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(render-hero hero))
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(define (draw _alpha)
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"Draw the game screen depending on state"
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(case state
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((won) (render-victory))
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((lost) (render-defeat))
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(else (render-level))))
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;; Input handling
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;; keep a set of buttons which are currently pressed
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;;
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(define (set-add set item)
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(if (member item set)
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set
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(cons item set)))
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"Add an item to a list if it is not already present."
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(if (member item set)
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set
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(cons item set)))
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(define (key-press key _modifiers _repeat?)
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"Handle key press events by adding the input to the inputs set."
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(set! inputs
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(cond ((eq? key 'left) (set-add inputs 'left))
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((eq? key 'right) (set-add inputs 'right))
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@ -94,6 +106,7 @@
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(define (key-release key _modifiers)
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"Handle key release events by removing the input from the inputs set."
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(set! inputs
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(cond ((eq? key 'left) (delete 'left inputs))
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((eq? key 'right) (delete 'right inputs))
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@ -103,6 +116,7 @@
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(else inputs))))
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(define (launch-game args)
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"Launch the game with the given arguments."
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(run-game
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#:window-title "Bloatrunner"
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#:load (lambda () (load))
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@ -91,9 +91,11 @@
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(define (hero-update hero level inputs keys calories-eaten dt)
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(let* ((new-runner (runner-update (hero-runner hero) level inputs dt))
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(new-runner (if (blocked-by-door? level keys
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(runner-position new-runner)
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(hero-bloat hero))
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(new-runner (if (blocked-by-door?
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level
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keys
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(runner-position new-runner)
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(hero-bloat hero))
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(hero-runner hero)
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new-runner
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))
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@ -123,10 +125,13 @@
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(let* ((level (level-parse "WWGWW\nW.H.W\nW.P.W\nWWWWW\n"))
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(hero (hero-load level))
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(goal-position (level-find-goal level)))
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(test-assert (blocked-by-door? level '(dummy-key) goal-position))
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(test-assert (not (blocked-by-door? level '() goal-position)))
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(test-assert (blocked-by-door? level '(dummy-key) (vec2- goal-position (vec2 0 -15))))
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(test-assert (not (blocked-by-door? level '(dummy-key) (vec2- goal-position (vec2 0 -16))))))
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(test-assert (blocked-by-door? level '(dummy-key) goal-position 1.0))
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(test-assert (not (blocked-by-door? level '() goal-position 1.0)))
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(test-assert (blocked-by-door? level '(dummy-key) (vec2- goal-position (vec2 0 -15)) 1.0))
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(test-assert (not (blocked-by-door? level '(dummy-key) (vec2- goal-position (vec2 0 -16)) 1.0)))
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(test-assert (blocked-by-door? level '() goal-position 1.55))
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)
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(test-end "hero-model")
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@ -39,6 +39,7 @@
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(entities level-entities))
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(define (parse-tile c)
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"Parse a character into a tile type"
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(case c
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((#\W) 'wall)
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((#\B) 'brick)
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@ -52,6 +53,7 @@
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(else 'empty)))
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(define (content->lines content)
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"Parse a string into a list of lines, ignoring empty lines and comments"
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(filter (lambda (line) (not (string-null? line)))
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(map
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(lambda (line)
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@ -62,6 +64,7 @@
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(define (parse-lines lines)
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"Parse a list of lines into a list of tiles"
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(fold append
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'()
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(map
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@ -70,6 +73,7 @@
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lines)))
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(define (level-parse content)
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"Parse a level from a string"
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(let* ((lines (content->lines content))
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(width (string-length (car lines)))
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(height (length lines))
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@ -77,20 +81,19 @@
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(parse-lines lines))))
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(%make-level width height tiles)))
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(define (level-parse-file filename)
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(level-parse (call-with-input-file filename get-string-all)))
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(define (level-tile-at-row-col level row col )
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"Get the tile at a given row and column"
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(let ((index (+ (* row (level-width level)) col)))
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(vector-ref (level-tiles level) index)))
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(define level-cell-size 16)
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(define (coord->cell coord)
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"Convert a screen coordinate to a vector cell index"
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(inexact->exact (floor (/ coord level-cell-size))))
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(define (level-tile-at level position )
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"Get the tile at a given screen position"
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(let ((x (vec2-x position))
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(y (vec2-y position)))
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(level-tile-at-row-col level (coord->cell y) (coord->cell x))))
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@ -168,8 +171,8 @@
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(test-equal (parse-tile #\F) 'bad-food)
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(test-equal (parse-tile #\f) 'good-food)
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(test-equal (level-width (level-parse-file "assets/levels/level-001.map")) 40)
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(test-equal (level-height (level-parse-file "assets/levels/level-001.map")) 30)
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(test-equal (level-width (level-parse (read-level-map "level-001.map"))) 40)
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(test-equal (level-height (level-parse (read-level-map "level-001.map"))) 30)
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(test-equal
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(level-tile-at-row-col (level-parse "WWWWW\nWP GW\nWWWWW\n") 1 1)
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@ -3,7 +3,7 @@
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#:use-module (ice-9 textual-ports)
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#:use-module (chickadee graphics texture)
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#:use-module (chickadee graphics color)
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#:export (assets-load assets-file-name tile-texture tile-atlas hero-texture hero-atlas assets-map-levels)
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#:export (assets-load assets-load-image tile-texture tile-atlas hero-texture hero-atlas assets-map-levels read-level-map)
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)
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@ -14,11 +14,11 @@
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(define hero-atlas #f)
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(define (assets-location)
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"find the location of the assets directory. The location is specified
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by the ASSET_DIR environment variable, or defaults to 'assets' in the
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current directory."
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(pk "Assets location: "
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(if (current-filename)
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(string-append (dirname (current-filename)) "/../../assets")
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(or (getenv "ASSET_DIR") "." )))
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)
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(or (getenv "ASSET_DIR") "assets" )))
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(define (assets-file-name . names)
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"Return the full path of a file in the assets directory. The file is
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@ -29,18 +29,31 @@
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(define (read-level-map filename)
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(call-with-input-file filename get-string-all))
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"Read a level map from a file. The map is a list of strings, where each
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string is a row of the map. The map is read from the file in the
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'levels' directory."
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(call-with-input-file (assets-file-name "levels" filename) get-string-all))
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(define (level-map? filename )
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"Return true if the filename is a level map file. Level map files have
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the extension '.map'."
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(string-suffix? ".map" filename))
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(define (assets-map-levels f)
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(map f
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(map (lambda (filename)(assets-file-name "levels" filename))
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(scandir (assets-file-name "levels")
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(lambda (filename) (string-suffix? ".map" filename ))))))
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"Apply a function to each level map file in the 'levels' directory. The
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function is passed the filename of the level map file."
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(map
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(compose f read-level-map)
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(scandir (assets-file-name "levels") level-map?)))
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(define (assets-load-image filename)
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"Load an image from a file in the assets directory. The filename is
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specified as a list of names, which are joined together. The image is
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returned as a texture."
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(load-image (assets-file-name "images" filename)))
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(define (assets-load)
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"Load all the assets for the game."
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(set! tile-texture (assets-load-image "simples_pimples.png"))
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(set! tile-atlas (split-texture tile-texture 16 16))
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@ -5,6 +5,6 @@ abs_top_builddir="`cd "@abs_top_builddir@" > /dev/null; pwd`"
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export GUILE_LOAD_COMPILED_PATH="$abs_top_builddir${GUILE_LOAD_COMPILED_PATH:+:}$GUILE_LOAD_COMPILED_PATH"
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export GUILE_LOAD_PATH="$abs_top_builddir:$abs_top_srcdir${GUILE_LOAD_PATH:+:}:$GUILE_LOAD_PATH"
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export PATH="$abs_top_builddir/scripts:$PATH"
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export PATH="$abs_top_builddir:$PATH"
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exec "$@"
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